| Valery   
   Posts: 2196
 
 | 
			| 
 
				Thanks, I am afraid the city looks rather incomplete without additional design. I am trying to concentrate on all details at once. I am done with 50 new creatures, the map is ready, now starting the battle scripting (and of course I need to replace land mines, blind, with explosive and grenades) 
Last creature, a thief, I extracted it because I found the animation quite unique, and some happy dangerous chick:
    
And some pirates, of course, as I have some water:
  
				
(This post was last modified: 27.12.2009 02:48 by Valery.)
 |  | 
	| 27.12.2009 02:40 |  | 
	
		| Berserker   
   
   Posts: 16786
 
 |  | 
	| 27.12.2009 02:57 |  | 
	
		| Valery   
   Posts: 2196
 
 | 
			| 
 
				Ok, I am done with creatures, 54 in total, now starting on serious things, as selecting sounds and abilities (have to choose between 1000+ collected). 
(last screen)
   
Is there any possibility to script "getting hit" sound with BG:A? I see "walk", "attack", "defend" and "shoot" but not hit.
			
				
(This post was last modified: 27.12.2009 06:54 by Valery.)
 |  | 
	| 27.12.2009 06:45 |  | 
	
		| Berserker   
   
   Posts: 16786
 
 |  | 
	| 27.12.2009 15:02 |  | 
	
		| Valery   
   Posts: 2196
 
 | 
			| 
 
				Ok thanks I will add new 82M files for hit. 
I have another problem   :
 
I use animated gifs for choosing spells, but there is a box I don't need or do not have idea for what to use it. How to set a fixed text in it and do not allow player entering anything?
  
				
(This post was last modified: 27.12.2009 20:58 by Valery.)
 |  | 
	| 27.12.2009 20:35 |  | 
	
		| Berserker   
   
   Posts: 16786
 
 |  | 
	| 27.12.2009 21:36 |  | 
	
		| Berserker   
   
   Posts: 16786
 
 |  | 
	| 27.12.2009 22:51 |  | 
	
		| Valery   
   Posts: 2196
 
 | 
			| 
 
				Hmm...those quick sand and land mines give me headache.
 !?BR&v997>=1;
 [......]
 !!VRy1:S1 R183;
 !!VRy2:Sy1;
 !!VRy2|y1=16/y1=17/y1=33/y1=34/y1=50/y1=51/y1=67/y1=68/y1=84/y1=85/y1=101/y1=102/y1=118/y1=119/y1=135/y1=136/y1=152/y1=153/y1=169/y1=170:+2;
 !!BM0:Q1/y2/1; **Q0 for quick sand
 
 Problems:
 1) it shows only on grass (?)
 2) Friendly units get hurt in them, enemy units ignore them. (they pass through)
 3) Where I am wrong?:36:
 
 There is a solution to make it cast by hero but then I get 4 mines and I want only one.
 !!BH0:C11/y2/1/0; **works but place 4 of them.
 
 @Edit: got it working with !!BH:Q0/y2/1; lol, so many options, I get lost
 
 More interesting options, does not even need check, land mines and quick sands cancel them selves if obstacle or monster:
 
 !?CM4;
 !!CM:S?y6;
 !!FU&y6<>13:E; **disable casting when moving
 !!BG:N?y5;
 !!CM:D?y2;
 !!BH0&y5=0:Q1/y2/1;
 !!BG&y5=0:A3; **cast once/turn
 
 I love ERM:) So far, it seems that QS and LM casted by monster have no effect. Only by hero
 
				
(This post was last modified: 30.12.2009 12:17 by Valery.)
 |  | 
	| 30.12.2009 10:51 |  | 
	
		| Valery   
   Posts: 2196
 
 | 
			| 
 
				My first attempt to animate objects: 
Added one to replace tavern, animated Ship engines, animated and changed stargate model, updated city Bmp with steps.
    
Dont laugh     
I will add a static visual effect on the two objects on the left then I am done, as I can't do better than that.
			
				
(This post was last modified: 12.01.2010 20:55 by Valery.)
 |  | 
	| 12.01.2010 19:33 |  | 
	
		| Astaroth   
   Posts: 94
 
 | 
			| 
 
				Not bad! Valery, by the way, i will begin to work with your graphic material very soon. May be it will be on next week. Can your send me your icq, if you have
			 |  | 
	| 12.01.2010 22:07 |  | 
	
		| Berserker   
   
   Posts: 16786
 
 |  | 
	| 12.01.2010 22:13 |  |